Outlet

Kronack

L2: Junior Member
Oct 26, 2009
74
4
Outlet is a 5 CP push style map that takes place in/on the outlet of a hydroelectric dam.

This is my second attempt at a 5 CP map, and would like input on
  • Layout
  • Ammo/health placement

It's fully functional, so go ahead and put it on your server if you wish! Keep in mind I will frequently update, though.
 
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Whated

L2: Junior Member
Jul 23, 2010
89
26
Wow! I think the layout looks fucking nice! At the 3rd screenshot the huge pipes look so fucking good...
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I was about to ask why it was 16MB, but I guess since its not zipped that makes more sense :p. I'll download it now and get back to you.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Ok so I just downloaded it. I can't give much feedback, but I hope what I give is helpful.
First off, you have about 12 or so spawn points that aren't clear according to console. Also, a lot of people don't like mirrored symmetry, but ya know, I don't really have a problem with it.
The layout is huge, and I'm glad you already put in forward spawns. This could end up looking massive, which I'm sure is your intent.

Another thing that might bug people is your Lines of sight are huge in the outdoors areas. Below in this picture you can see from one end to the other, and you know its too much when it stops rendering things that should still be in your view. Its also apparent when you're on the top of buildings looking at the enemy's side.

cp_outlet_a10000-1.jpg


Oh also you said you "may have a scout run through it". You generally want to use a slower class to really get the feel of if its a long walk.
 
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tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Is it really A/D? If it's symmetrical I suppose that makes it push.

From the screenshots I have to say it looks very huge, I'd suggest either shrinking the current areas severely or starting over from scratch. A good idea is to take time on how long it takes for a heavy to reach mid on popular valve mapos like badlands and compare it to yours.

With the map containing metal_barrier_02, however, it could never be bad! Looking forward to the next version :D
 
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Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
^ Its a 5-CP with a neutral in the middle. I always understood A/D to mean Dustbowl style and not badlands style.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I don't really have anything useful to add, but I really like those displacement fu-all giant pipes. :D

Kep
 

Kronack

L2: Junior Member
Oct 26, 2009
74
4
Symetrical maps are push? I always thought they were A/D maps, whereas on dustbowl one team being on attack would be considered push. And now that I look it up I can't find clarification, bah. I'll change it either way.

As a heavy, took about 40 seconds to go from the starting spawn to the center point, and on well took about 25 seconds. So should be able to shave some time off easily.
 
Aug 10, 2009
1,240
399
I have to agree with Beetle. This map is pretty f.cking huge. Just by looking at your distance fog and 128 textures I can say it's quite massive. I might go through and give some examples of what I think the scale should be for reference.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I suggest going to the outside part of your map and thinking of clever ways to hide the huge view distance from the player. Like, make the doorways staggered from each other so they aren't in a straight line where you can see from one end of the map to the other. When its detailed, I can imagine, if the sight lines are left like that, it will cause performance problems.

As for the top, I'm sure you can think of a clever way to hide the long light of sight - or perhaps even prevent the player from getting high enough the be able to see that far.
 

Ost

L2: Junior Member
Jun 26, 2009
61
32
Symetrical maps are push? I always thought they were A/D maps, whereas on dustbowl one team being on attack would be considered push. And now that I look it up I can't find clarification, bah. I'll change it either way.

As a heavy, took about 40 seconds to go from the starting spawn to the center point, and on well took about 25 seconds. So should be able to shave some time off easily.

Lets complicate some more.

There are two kinds of symmetrical - mirrored and flipped.

cp_badlands, the staple of competitive "push-based" gameplay, is flipped symmetrical. One side is created, then rotated 180 degrees. Both teams can (must) both attack and defend at the same time.

Mirrored maps are maps such as koth_viaduct. No 5-CP maps in TF2 currently are symmetrical in this aspect. Mirroring is mostly done in smaller maps, almost always koth and sometimes ctf.

Asymmetrical maps, such as Gorge or Dustbowl, has large layouts and since one team is defending and the other attacking, there is no need for flipping or mirroring.

EDIT: Did I overcomplicate? I haven't played the map and only skimmed the thread.
 
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Kronack

L2: Junior Member
Oct 26, 2009
74
4
Updated to a2
Apparently the problem with the doors was I had them parented to the func_door instead of using the setanimation outputs, derp. Keep in mind I'm still pretty much a novice mapper just trying to get better!

The whole thing with the clipping plane showing up is still there, will probably just end up lowering the giant wall later on.

It now takes just a little over the same time to get to the middle as it would on well
 

Kronack

L2: Junior Member
Oct 26, 2009
74
4
Quick re-upload that should fix the trigger_hurt at the bottom of the map
Still have no damn idea why there are still a few unclear spawn points, everything is properly away from a wall or prop or ground, 16 units and all that.
 
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EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
We played it, everyone seemed to unanimously say, "OMG this is huge," we reached the mid point, fired a few shots, and then the server crashed.

I dunno what caused it. I think Okrag or someone will be able to tell you if it was the map or not.

So... so far, the only feedback I can give is that the scaling is pretty tremendous and probably should be scaled down.

Kep